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reaper on melody w her self healing charm means any combat with 2+ enemies allows you to use a phys + magi aoe attack that is hp positive infinitely. the antiheal is funny during javis 1 but not practically useful many other times, and the full revive for basically free is nice.
moneybags isn't great but it does have a physical attack that is stronger than your basic attack which can be nice, and the accuracy decrease is occasionally useful.
Reaper/Spiked Bracelet on Melody
Dual Wield Pendant on Allison
Glitchcraft/Powerhouse Pin on Claire
Chronomancer/Pocket Healer on Jodie
The Spiked Bracelet turns Melody into the ultimate crowd control machine with the Reaper tome, it's so much fun. Scythe Slash is basically free with how much she regens. Even in the final battle, I had her spamming that when she wasn't healing. She doesn't build star power as quickly, but that's a small price to pay for massive AoE damage.
Glitchcraft was mainly to give Claire electric coverage and a fallback heal spell, but the Powerhouse Pin was just filler. I probably could've handed her the Pocket Healer or Brace Yourself Bracelet to boost her survivability and let Jodie have Right Back At Ya.
Before this, I had Magical Girl on Melody and Inner Beast on Allison. Claire was juggling offensive magic and support spellbooks, while I saddled Jodie with the gimmicky books if she wasn't also running support.
For the Glitchcraft book, having both damage and healing spells is useful - Jolt? deals electric-typed(?) damage, and Lovely Aura? is just as great as it is in the Magical Girl book.
Status procs on offensive spells are RNG anyways, so I wasn't too upset about effects being random too, and it seemed to me that I got the glitch spells to inflict statuses more often than others.
For other equipment, I was also a fan of the Pocket Healer charm on Jodie - I was a bit overleveled later on, but this plus her defense (and gear) I could just ignore her health most of the time.
Finally, I believe getting counterattacks on Jodie means she won't get any Star Power - not terrible, but something to be aware of.
If you really want to give her emergency healing, I'd just give her Magical Girl, or have her Blink and have Melody heal her.
Chrono is just too good to not take on at least someone - it gives rather solid healing (albeit without giving star power to Melody) and doubles Allison's damage output (And her star power gain). Always, ALWAYS put it on someone. It's too good to pass up. I kept it on Claire for most of the game, in fact, since it gives a second person who can apply heals.
Before you get dual wielding, blademaster or chronomancer work well on Allison. You especially want blademaster on Allison before you get Jodie since it lets her exploit elemental weaknesses and since its spells are rather cheap, which is good with Allison's much smaller mana pool.
Jodie should just use blademaster once you get her, since it gives counterattacks. Jodie has a way to draw aggro. Quite obviously, these things synergize well until the very late game, when enemies start using AoE attacks that don't seem to trigger counters. At that point you could give her Reaper, probably, since she has the most health to spare and has the most armor. It'd also let you swap out her "ultimate" helmet for one with better defense, since self care is kinda obsoleted by the Reaper's lifesteal (which does damage based off of your max health, meaning she'll do the most with it)